#ifndef _ENTITY_H
#define _ENTITY_H

#pragma once

class RenderSystem;
class SceneManager;
class Entity
{
	struct Vertex
	{
		Vector3 pos;
	};

public:
	Entity(void);
	~Entity(void);

	void Init(RenderSystem* render_system, SceneManager* scene_manager, class ShaderManager* shader_manager);

	void Update(float deltaTime);

	SceneObject* mSceneObject;

	Vector3 mPosition;
	Vector3 mRotation;
};

#endif	//	_ENTITY_H